The title speaks for itself. This simple MOD made for those KSP project managers
(hereinafter referred to "players"), who builds lifter rockets (and save as subassembly)
for different payloads to overcome that evil Kerbin gravity. Personally I playing
carreer mode, and time-to-time, after some new research, I make lifters for
10-20-50-100t payloads, but already tired to stock up many Rockomax fuel tanks
to get X tons of payload. Made it for myself, but shared to public.

How it works?

This part is functional just like an unmanned pod. So put this on your lifter in VAB,
right click on it, and you can open a simple gui to change mass, diameter and height.
Don't forget to apply changes before you close the UI.
MonoPropellant and ElectricCharge can be adjustable in normal way.
(by right clicking on part and move KSP original slider)
By adding MonoPropellant, it raises mass 0.4t by 100 unit.

Carreer mode

If you playing career mode, you have to unlock this part in R&D facility in starter tech.

All credit for the original idea as well as for the models and textures for this go to @kotysoft. He's awesome!

Changelog:

May 1st 2016
v1.5.1.1
-Recompiled to KSP 1.1.2 to prevent CompatibilityChecker exceptions
-Implemented a bunch of C# 6.0 goodies
-Added a .version file
-Converted texture to .dds
April 19th 2016
v1.5.1
-Updated to KSP 1.1
-Implemented IPartMassModifier
-Added search tags to the part
April 30th 2015
v1.5.0.4
*Hotfix*
-Fixed the bug where the DragCube rendering would break stuff during flight loading
April 29th 2015
v1.5.0.3
-Recompiled for 1.0
-Drag cube now set procedurally for resizes.
-Fixed part node orientation
December 19th 2014
v1.5.0.2
-Recompiled for KSP 0.90
-Filter by Module tab Test Weight icon modified
August 3rd 2014
v1.5.0.1
-Very slight optimizatrion of ressizing code
-CompatibilityChecker now checks for KSP 0.24.1 or later
-Removed empty Kotysoft folder
July 30th 2014
v1.5
-Overhaul of the rescaling code, should be more efficient and less buggy
-Readded Monopropellant to the part
-Compiled for 64bit
-Added procedural cost change with part mass change
-Implemented CompatibilityChecker
April 11th 2014
v1.4
- Fixed a bug where the bottom node would not move if the part is a root part
- Slight modification of the part file
- Recompiled for 0.23.5
v1.3
- Whole mod compressed into one single part, UI added by Stupid_chris
- Now you're able to set mass from 0.01 to 1000t in textfield
- Slider to change diameter (0.625, 1.25, 2.5, 3.75 and 5m)
- Slider to change height multiplier
v1.2
- Ugly, but working extra surface added to pod for strutconnectors
(struts neccessary only at higher payloads)
v1.1
- relating to overloaded-sinking bug, made part connection as strong as gameallows
- reduced the max amount of payload in 0.625m and 1.25m versions to avoid weird
physics behaviour
v1.0
- Initial release

Module documentation:

MODULE
{
name =ModuleTestWeight//Name of the module, do not change
minMass =0.01//Minimum dry mass of the part
maxMass =1000//Maximum dry mass of the part
minHeight =0.2//Minimum height multiplier of the part
maxHeight =5//Maximum height multiplier of the part
weightCost =0.1//Cost for each ton of material for the part
baseDiameter =2.5//Nominal diameter of the part}

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I think I ran into a strange bug with this part. My rocket was starting higher and higher from the pad for each subsequent launch (I'd launch, see I was a kilometer above the pad, revert, launch again, now 2k above the bad, and so on). When I went back to the VAB and removed the part, I launched at normal height again. Replacing the part after that didn't cause any problems.

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I think I ran into a strange bug with this part. My rocket was starting higher and higher from the pad for each subsequent launch (I'd launch, see I was a kilometer above the pad, revert, launch again, now 2k above the bad, and so on). When I went back to the VAB and removed the part, I launched at normal height again. Replacing the part after that didn't cause any problems.

I'll have to double check the resizing code I'm guessing, it probably has a bunch of bugs.

Can I put in a request to have a preset which is the size and weight of a Kerbal?

I`ve wanted a `crash test dummy` for a while now to balance EVA vehicles and this seems like it just needs a preset.

Then we can properly balance things like an MMU in the VAB.

Although now I think it may have to be the size and weight of a chair+kerbal to surface attach instead of the chair (Can`t sit a dummy weight in a chair now can we!)

This part does surface attach as well as node attach doesn`t it?

I know that kerbals weigh 0.009t, but for their size, I couldn't really guess. And no, as of right now this doesn't have a surface attach node, but I'll see about adding one.